Skip to main content

Gamifying History Using Beacons and Mobile Technologies

  • Conference paper
  • First Online:
Mobile Technologies and Applications for the Internet of Things (IMCL 2018)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 909))

Included in the following conference series:

Abstract

This project focuses around incorporating multiple elements of gamification (Kapp Few Ideas 13, 2014 [1]) within the capital city of Malta. Often, tourists, or even natives, find it tough to become knowledgeable about a city’s history. However, through the implementation of games, anything could be learned much more easily! By using transmitters (Gomez et al. Sensors 12(9):11734–11753, 2012 [2]) scattered around the city, every corner is transformed into an intractable entity. Through an application developed solely for smartphones, players join together to embark themselves on an exciting adventure which takes them around the city. The application consists of a single role-playing game, which introduces interactions with various parts of Valletta, along with some lesser known history facts. Unknowingly, players would be digesting information about the city while both having fun and competing with others. The game is developed specifically in a way to encourage knowledge gathering and understanding. As the player evolves within the game, more knowledge is absorbed through quests. In this virtual world, the player is able to live life as it in was in the past, replicating any skill capable of being done in the real world. Players get stronger as they complete quests and roam around the capital city, slaying monsters that have broken free, and training by themselves. Experience and in-game value are given to players as they level up through the game. More knowledge is gathered, as players unravel the history of the city of Valletta. The main objective, therefore, will be to encourage and lessen the struggle required to learn massive chunks of information. By including a whole virtual world, players synchronize their knowledge gain with their playing experience (Childress and Braswell Dist Educ 27(2), 187–196, [3]). This will require a rich system with all the features possible to make player engaging even easier.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Kapp, K. (2014). What is gamification. Few Ideas, 13.

    Google Scholar 

  2. Gomez, C., Oller, J., & Paradells, J. (2012). Overview and evaluation of bluetooth low energy: An emerging low-power wireless technology. Sensors, 12(9), 11734–11753.

    Article  Google Scholar 

  3. Childress, M. D., & Braswell, R. (2006). Using massively multiplayer online role-playing games for online learning. Distance Education, 27(2), 187–196.

    Article  Google Scholar 

  4. Marczewski, A. (2013). Gamification: A simple introduction. Andrzej Marczewski.

    Google Scholar 

  5. Gomez, C., & Paradells, J. (2010). Wireless home automation networks: A survey of architectures and technologies. IEEE Communications Magazine, 48(6), 92–101.

    Article  Google Scholar 

  6. Ludovici, A., Calveras, A., & Casademont, J. (2011). Forwarding techniques for ip fragmented packets in a real 6lowpan network. Sensors, 11(1), 992–1008.

    Article  Google Scholar 

  7. Beacons: Everything you need to know. Pointr blog. Retrieved on December 13, 2016, from http://www.pointrlabs.com/blog/beacons-everything-you-need-to-know/.

  8. What is a beacon protocol? can beacons broadcast multiple packets simultaneously? estimote community portal. Retrieved on December 13, 2016, from https://community.estimote.com/hc/en-us/articles/208546097-What-is-a-beacon-protocol-Can-beacons-broadcast-multiple-packets-simultaneously.

  9. Understanding the different types of ble beacons|mbed. Retrieved on December 13, 2016, from https://developer.mbed.org/blog/entry/BLE-Beacons-URIBeacon-AltBeacons-iBeacon/.

  10. Cechanowicz, J., Gutwin, C., Brownell, B., Goodfellow, L. (2013). Effects of gamification on participation and data quality in a real-world market research domain. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 58–65). ACM.

    Google Scholar 

  11. Samsung nation—gamification world map. Retrieved on December 13, 2016, from http://www.gamificationworldmap.com/project/samsung-nation/.

  12. The challenges. Retrieved on December 13, 2016, from http://www.jillianmichaels.com/fit/the-community/the-challenges.

  13. Product: Keas population health management. Retrieved on December 13, 2016, from http://keas.com/product/.

  14. Progress wars. Retrieved on December 13, 2016, from http://www.progresswars.com/.

  15. Verizon fios & custom tv|internet, cable & phone. Retrieved on December 13, 2016, from http://www.verizon.com/home/verizonglobalhome/ghp_landing.aspx.

  16. 10 amazingly successful examples of gamification—create your customer community with crezeo. Retrieved on December 13, 2016, from http://crezeo.com/blog/10-amazingly-successful-examples-of-gamification/.

  17. Xu, F., Weber, J., & Buhalis, D. (2013). Gamification in tourism. In Information and communication technologies in tourism 2014 (pp. 525–537). Springer.

    Google Scholar 

  18. Chawathe, S. S. (2009). Low-latency indoor localization using bluetooth beacons. In 2009 12th International IEEE Conference on Intelligent Transportation Systems (pp. 1–7). IEEE.

    Google Scholar 

  19. Chawathe, S. S. (2008). Beacon placement for indoor localization using bluetooth. In 2008 11th International IEEE Conference on Intelligent Transportation Systems (pp. 980–985). IEEE.

    Google Scholar 

  20. Dahlgren, E., & Mahmood, H. (2014). Evaluation of indoor positioning based on bluetooth smart technology. Master of Science Thesis in the Programme Computer Systems and Networks.

    Google Scholar 

  21. unfiction.com blog archive undefining arg. Retrieved on December 13, 2016, from http://www.unfiction.com/compendium/2006/11/10/undefining-arg/.

  22. Koeffel, C., Hochleitner, W., Leitner, J., Haller, M., Geven, A., & Tscheligi, M. (2010). Using heuristics to evaluate the overall user experience of video games and advanced interaction games. In Evaluating user experience in games (pp. 233–256). Springer.

    Google Scholar 

  23. Nacke, L., Drachen, A., & Göbel, S. (2010). Methods for evaluating gameplay experience in a serious gaming context. International Journal of Computer Science in Sport, 9(2), 1–12.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Alexiei Dingli .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Dingli, A., Mizzi, D. (2019). Gamifying History Using Beacons and Mobile Technologies. In: Auer, M., Tsiatsos, T. (eds) Mobile Technologies and Applications for the Internet of Things. IMCL 2018. Advances in Intelligent Systems and Computing, vol 909. Springer, Cham. https://doi.org/10.1007/978-3-030-11434-3_19

Download citation

Publish with us

Policies and ethics